Like, for example, Stanley Parable, we thought that, um, like people were going to play this amount of the, you know, this amount of, like, the game, see these different things and then, like, stop after - you know, so they’ll see ‘x’ number of endings - we knew - we knew how many endings we thought were in the game, right? We had a number, specifically, and then - and that people would play for like “this” amount of time. And then it - game comes out and people start giving us, like, playtimes like three times - three or four times as much as what we had thought that they would do. They start describing endings in the game that we’d never considered endings but they were like, “Yeah, no, that’s - that’s a part of it.” We didn’t say anything. We were just like, “Yes, that’s right.” You know, people were exploring it and experimenting with it in ways that we kind of thought, “Oh, it would be nice if people did that,” but that was never really - that was never really at the core of it. It was kind of like as we were going we were like, “Oh, that should probably be there and that should probably be there and maybe that should be there.” But you’re like - and then you’re like, “Okay, let’s just - let’s just ship it. Let’s just get it out the door.” Then people come back and go like, “That part was like the most important part. That was what brought it together.” And you’re like, “Really? We just like slipped that in, like, right at the very end, you know?” Like - and thank God that we did because that would have been a really big deal if people, you know, if that had not been there. What else did we miss?